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Just Add Milk: Second Helpings

Just Add Milk: Second Helpings is a . A theme groups drops that share a franchise or an idea.Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryThemeOur way of grouping Secret Lair drops that share a subject, like Marvel or Fallout, so every version is on one page.Open the full glossary

Released 4 cards

We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.

Every card in this drop

Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.

The Store Price Against Buying the Cards One at a Time

The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.

DropVersionStore PriceCards One at a TimeCheaper
Just Add Milk: Second Helpings Foil Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). $64.74 The store, by $24.75
Just Add Milk: Second Helpings Non-foil Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). $64.93 The store, by $34.94

Rulings for the Cards on This Page

explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

40 rulings for 3 cards

Adrix and Nev, Twincasters // Adrix and Nev, Twincasters

Wizards of the Coast 18 Jun 2021

Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Adrix and Nev's replacement effect. For example, if an effect tells you to create a token "tapped and attacking" the additional tokens will also be tapped and attacking. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.

Wizards of the Coast 16 Apr 2021

If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.

Krark, the Thumbless // Krark, the Thumbless

Wizards of the Coast 10 Nov 2020

If you win the flip, the spell will be copied even if it doesn't require targets.

Wizards of the Coast 10 Nov 2020

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

Wizards of the Coast 10 Nov 2020

If you win the flip, the copy will resolve before the original spell does.

Wizards of the Coast 10 Nov 2020

You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

Wizards of the Coast 10 Nov 2020

If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.

Wizards of the Coast 10 Nov 2020

If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.

Wizards of the Coast 10 Nov 2020

If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.

Wizards of the Coast 10 Nov 2020

If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.

Wizards of the Coast 10 Nov 2020

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.

Wizards of the Coast 10 Nov 2020

Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Wizards of the Coast 10 Nov 2020

If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).

Wizards of the Coast 10 Nov 2020

If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.

Sakashima of a Thousand Faces // Sakashima of a Thousand Faces

Wizards of the Coast 6 Jun 2025

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

Wizards of the Coast 6 Jun 2025

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Bruse Tarl and Ishai are your commanders, your deck may contain cards with red, white, and/or blue in their color identity, but not cards with green or black.

Wizards of the Coast 6 Jun 2025

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 6 Jun 2025

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 6 Jun 2025

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 6 Jun 2025

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 6 Jun 2025

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Wizards of the Coast 10 Nov 2020

If you control more than one legendary permanent with the same name and the "legend rule" begins applying again (perhaps because Sakashima of a Thousand Faces leaves the battlefield), you'll immediately have to comply with the rule and put all but one of those permanents into the graveyard.

Wizards of the Coast 10 Nov 2020

If the chosen creature is copying something else, then Sakashima enters the battlefield as whatever the chosen creature copied.

Wizards of the Coast 10 Nov 2020

If the chosen creature is a token, Sakashima copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima doesn't become a token in this case.

Wizards of the Coast 10 Nov 2020

If Sakashima is your commander, it remains your commander even if it's copying another creature. If Sakashima is not your commander, it remains not your commander even if it's copying your commander.

Wizards of the Coast 10 Nov 2020

If another creature becomes a copy of Sakashima, that creature also has Sakashima's other abilities.

Wizards of the Coast 10 Nov 2020

Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.

Wizards of the Coast 10 Nov 2020

If Sakashima somehow enters the battlefield at the same time as another creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.

Wizards of the Coast 10 Nov 2020

If the chosen creature has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 10 Nov 2020

The "legend rule" is the rule that states that if a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. (704.5j at the time of this document's creation for those of you scoring at home.)

Wizards of the Coast 10 Nov 2020

While the "legend rule" doesn't apply to permanents you control, you can control any number of legendary permanents with the same name and none of them will be put into the graveyard.

Wizards of the Coast 10 Nov 2020

Sakashima of a Thousand Faces copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Sakashima's other abilities. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.

Also Printed in Other Drops

Some of these cards came in other Secret Lair drops too, each with its own art.

Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.

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